Sim Settlements mod makes your settlers build their own damn houses, stores, and farms. By Christopher Livingston 17 March 2017. You assign residential, commercial, and industrial zones, like in a. Sim Settlements 2 The sequel to our acclaimed Fallout city-building simulator comes with an epic story, settlement gameplay overhaul, and much more. Questions & Help Please use the forum's search function before posting a new thread.
For Frequently Asked Questions for the Rise of the Commonwealth Official Sim Settlements Expansion Pack, you can find them here: Rise Of The Commonwealth FAQs
https://simsettlements.com/site/index.php?threads/known-bugs-and-conflicts.2709/
- 2Known Bugs (With Workarounds)
Sim Settlements Power Bug Zapper
- Floating Flags
- Generators retain maintenance deficit after being removed
- Donating alcoholic drinks causes death count to increase in settlement report
- Unpowered agricultural plot produces twice as much food
- Level 3 New U Commercial Plot Barber Chair has missing textures
- Maintenance mode issue
Unable to Complete Quest: Taking Point
- Workaround: Fixed with Sim Settlements 3.0.2 - Should be completed after loading into the game after updating
While creating the City Plan and choosing to scrap the settlement, game crashes
- Workaround: Fixed with Sim Settlements 3.0.2
City Planner desk is unusable due to location causing a non-pathable route to the chair
- Workaround: Head into workshop mode and move the desk to a pathable location.
Old Guns is unable to be completed due to City Plan causing inaccessibility or scrapping required schematics.
Workaround: (PC Users Only)- Use the console command 'tcl' to get through the armory door and clear the blocked dungeon Exit,
- Also clear the wood from the Entrance 'Before' talking to Ronnie! If you don't do it now the quest will break.
- Now, clear a path through the 'Left Side' of the blocked Castle wall..ya know, the one every quest uses..
- Then start Old Guns ie. Talk to Ronnie..
- When you exit the dungeon, Ronnie will open the door and the schematics will have respawned.
- You can then build 1 artillery battery, Ronnie will walk through the hole you cleared in the wall... yada yada quest complete. (Provided by woodfuzzy)
Settlers attack visitors/visitors are hostile
- Workaround: While it's not the greatest workaround, for the time being you may turn off the visitor system in the City Manager holotape under Options -> Gameplay -> Immersion
City Planner Desk has duplicates
- Workaround: Fixed with Sim Settlements 3.0.2 - refresh the city
Stuck in cinematic mode for extended period of time
- Workaround: Fixed with Sim Settlements 3.0.2
Sim Settlements Power Buggies
The dynamic needs system in Sim Settlements adjusts the requirements your settlers have over time.
So, rather than always requiring the same amount of water, food, and power, those numbers can change based on a number of factors.
Things like the level of your buildings, the total number of plots (of all different types) you have (in that settlement), the number of stores, even the VIP's can affect it - essentially everything you build in Sim Settlements can have little effects on the needs that your settlement has.
As you build out your settlements your settlers will respond to what you build and how you manage their settlement, and as a result their needs will change over time as their settlement grows - hence Dynamic Needs.
Sim Settlements Power Buggy
The 999 Problem
If a settlements resources are at 999, it means that the resources are being used into a deficit. The vanilla Fallout 4 settlement system cannot handle negative numbers, so the resource count jumps to 999. This can be due to Dynamic Needs being on. With dynamic needs, some structures will require more Power and Water to run and may reduce other settlement numbers such as Food or Defense.
TODO: Explanation of how the Dynamic Needs system works and how to check needs with the HUDFramework HUD or in the holotape via the Tools menu.